Nov 20, 2016 7:36 am
We’re going to use the GM kit on constructing sabers. For those who don’t have access, here’s how it works.
It's an average difficulty Mechanics or Discipline check, whichever works best for you. Any Triumphs you roll can each be used to add +1 hard points to your lightsaber. For this reason, you will be rolling to build your saber in the character creation discussion thread. Each attempt only takes a few in-game days at most, so just roll until you succeed. The purpose of rolling during character creation is to allow the potential for those Triumphs.
When finished, your crystal itself is an attachment to the lightsaber hilt (keep in mind attachments are modified by mods). Adding attachments to a weapon requires no roll, and, unlike other weapons, a lightsaber crystal is what actually makes the lifeless hilt become an actual weapon (for all other weapons, to my knowledge, an attachment simply changes how it functions, e.g., a scope). Below are the base stats for a lightsaber using an Ilum or Rubat crystal, which are identical stats wise and what your characters will start with.
Lightsaber
(with Ilum or Rubat Crystal)
Damage 6
Critical Rating 2 (how many advantage you need to roll to trigger a critical hit with a successful attack).
Breach 1 (Breach allows your lightsaber to ignore 10 points of soak; this doesn't add damage, just cuts through armor).
Sunder (on a successful attack you can trigger this with one advantage to damage a target's openly held item, like a weapon or shield; this can be done multiple times if you have enough advantage, taking an item from undamaged to: minor-moderate-major-or destroyed, depending on how many advantage you spend to trigger Sunder).
Immune to Sunder
Also, when attaching the crystal, which is the final step in saber construction, you get to pick a free mod for it. The choices for an Ilum or Rubat crystal are below. The number to the left of the mod is how many times that type of mod can be taken for the lightsaber; you get one free mod for attaching the crystal during initial construction.
Ilum and Rubat Crystal Mod Options
(2) Vicious +1 mods (each of these will add +10 to your rolls on the critical hit table)
(4) Damage +1 Mods
(1) Decrease Weapons Critical Rating by 1 to a minimum of 1 mod, making it easier to score critical hits.
Regarding modification, keep in mind that you can mod an attachment as many times as you like (in this case, the crystal), making it more useful. However, each additional mod beyond the first increases the difficulty of your Mechanics check by one. So, the difficulty of your second mod would have two purple dice, the third mod three purple, fourth would have four purple, fifth five purple, your sixth mod would have 5 purple 1 red, etc. The risk in those checks lies in the fact that failing a check means you may not attempt to install that specific mod. Despair on a check means "the attachment is rendered useless by your tinkering." That translates to your crystal, the attachment, being rendered useless. Meaning your lightsaber is just a hilt again, not a weapon. What this means, especially during character creation, is this: don’t make a mod check for your lightsaber that brings red dice in to play.
Failure also means that you need to spend credits again to try another mod. Each additional mod beyond the first one adds 100 credits to the base cost. More on that below.
Also, keep in mind that failure to install one of a specific mod doesn't mean you can't try another of the same that is still available (e.g., if you try to install one of the four +1 damage mods and fail, you now have reduced the maximum amount of +1 damage mods you can install to three). As such, failing a mod means you should record on the weapon's stats that such an attempt was failed, tracking the weapon's future potential for mods (this is why Oggdude's tracks such failed attempts in the "attachments" part of a weapon).
Cost
Each mod attempt costs (100 credits for tools and supplies multiplied by how many mods you'll have after the new one is installed). So, for example, your 3rd mod would cost 300 credits.
For now, that’s all we’ll need to get started with lightsabers. I may introduce some other concepts in the future, such as emitters, etc.
It's an average difficulty Mechanics or Discipline check, whichever works best for you. Any Triumphs you roll can each be used to add +1 hard points to your lightsaber. For this reason, you will be rolling to build your saber in the character creation discussion thread. Each attempt only takes a few in-game days at most, so just roll until you succeed. The purpose of rolling during character creation is to allow the potential for those Triumphs.
When finished, your crystal itself is an attachment to the lightsaber hilt (keep in mind attachments are modified by mods). Adding attachments to a weapon requires no roll, and, unlike other weapons, a lightsaber crystal is what actually makes the lifeless hilt become an actual weapon (for all other weapons, to my knowledge, an attachment simply changes how it functions, e.g., a scope). Below are the base stats for a lightsaber using an Ilum or Rubat crystal, which are identical stats wise and what your characters will start with.
Lightsaber
(with Ilum or Rubat Crystal)
Damage 6
Critical Rating 2 (how many advantage you need to roll to trigger a critical hit with a successful attack).
Breach 1 (Breach allows your lightsaber to ignore 10 points of soak; this doesn't add damage, just cuts through armor).
Sunder (on a successful attack you can trigger this with one advantage to damage a target's openly held item, like a weapon or shield; this can be done multiple times if you have enough advantage, taking an item from undamaged to: minor-moderate-major-or destroyed, depending on how many advantage you spend to trigger Sunder).
Immune to Sunder
Also, when attaching the crystal, which is the final step in saber construction, you get to pick a free mod for it. The choices for an Ilum or Rubat crystal are below. The number to the left of the mod is how many times that type of mod can be taken for the lightsaber; you get one free mod for attaching the crystal during initial construction.
Ilum and Rubat Crystal Mod Options
(2) Vicious +1 mods (each of these will add +10 to your rolls on the critical hit table)
(4) Damage +1 Mods
(1) Decrease Weapons Critical Rating by 1 to a minimum of 1 mod, making it easier to score critical hits.
Regarding modification, keep in mind that you can mod an attachment as many times as you like (in this case, the crystal), making it more useful. However, each additional mod beyond the first increases the difficulty of your Mechanics check by one. So, the difficulty of your second mod would have two purple dice, the third mod three purple, fourth would have four purple, fifth five purple, your sixth mod would have 5 purple 1 red, etc. The risk in those checks lies in the fact that failing a check means you may not attempt to install that specific mod. Despair on a check means "the attachment is rendered useless by your tinkering." That translates to your crystal, the attachment, being rendered useless. Meaning your lightsaber is just a hilt again, not a weapon. What this means, especially during character creation, is this: don’t make a mod check for your lightsaber that brings red dice in to play.
Failure also means that you need to spend credits again to try another mod. Each additional mod beyond the first one adds 100 credits to the base cost. More on that below.
Also, keep in mind that failure to install one of a specific mod doesn't mean you can't try another of the same that is still available (e.g., if you try to install one of the four +1 damage mods and fail, you now have reduced the maximum amount of +1 damage mods you can install to three). As such, failing a mod means you should record on the weapon's stats that such an attempt was failed, tracking the weapon's future potential for mods (this is why Oggdude's tracks such failed attempts in the "attachments" part of a weapon).
Cost
Each mod attempt costs (100 credits for tools and supplies multiplied by how many mods you'll have after the new one is installed). So, for example, your 3rd mod would cost 300 credits.
For now, that’s all we’ll need to get started with lightsabers. I may introduce some other concepts in the future, such as emitters, etc.